A Vampire: the Requiem, Werewolf: the Forsaken and Changeling: The Lost Live Action. Set in the fictional city of New Oskana and ran in Regina, Saskatchewan. Contact the game staff by requiemforregina@gmail.com. Register for additional information.

The Testing/Action Resolution System in use for Requiem for New Oskana

This listing is a bit dated: we primarily prefer to use the Table Top system straight out of the book with some quick resolution mechanics for certain social interactions (should something mechanical be required for them) and Down and Dirty Combat from Blood and Smoke.

In some instances where rolling many dice may be problematic, or an app-based dice roller (that isn't skewed) is available we have a 1d10 or card-based draw system that can be used when convenient, but they won't be standard; the 1d10 system is -only- intended to be used where multiple dice aren't feasible or the STs declare its use not as a go-to option.

That said, the less dicey system is as follows for your ease of reference:

Testing may be done either by a single d10 die, or a stack of 10 shuffled playing cards including the numbers 2-10 and an ace.Rather than roll multiple dice, as per the table top version of the game, one card is either drawn from the stack of cards at random, or if more convenient (generally side scenes or non-game nights), one die rolled. The pool used to make the test (such as Intelligence + Occult +/- any modifiers to recognize an arcane symbol for example) is then added to the draw or roll to get the result in successes. Card draws may be taken from another player, narrator or ST's deck to promote randomness, shuffling afterwards. Obviously, use of marked cards or altering the deck contents is strictly prohibited to avoid cheating.

The base "difficulty" of the test is 8, meaning you want to match or exceed that number with the total. Every increment of 3 higher than 8 tallied after drawn or rolled, gains an additional success.

Drawing an Ace or rolling a 1 for the initial draw constitutes a failure for the test in most instances. If the test pool was 0, this is a dramatic failure just like a chance-die.

Note: 9-again and 8-again work as normal along with the 10 again with one limitation; they are only rerolled once for each instance. You re-roll a 10 once, and add the extra result, if it's another 10, you do -not- roll again. The same is true with 9 and 8-agains. Rote Actions give one free re-roll with the highest total taken. Rolling a 1 on a reroll adds nothing to the results, but isn't treated as a failure or dramatic failure to the action.

Tests aren't always necessity to get things done. If the players involved can come to an agreement/consensus on an outcome of an event before testing and it's approved by Storytellers/Narrators adjudicating the scene, all the better for speed of play. Keep this option in mind, as it may avoid unnecessary tests if everyones on-the-ball. There will be quick resolution systems in place too; dice rolling is primarily intended for stressful/dangerous situations where it could make or break an outcome, not for every little thing.

Unchallenging combats may be resolved with Down and Dirty combat using single rolls as needed, especially when lives aren't at stake with major pcs and npcs. Social conflicts may use a quick resolution system as well: we'll post the specifics in the house rules.

Last edited by Victor on Fri Jul 18, 2014 2:59 pm; edited 8 times in total (Reason for editing : Some updates.)